When Ovinomancer enters, sacrifice it unless you return three basic lands you control to their owner's hand., Return Ovinomancer to its owner's hand: Destroy target creature. It can't be regenerated. That creature's controller creates a 0/1 green Sheep creature token.
Untap all creatures you control. They gain hexproof and indestructible until end of turn. (They can't be the targets of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy them.)
You may exert Gust Walker as it attacks. When you do, it gets +1/+1 and gains flying until end of turn. (An exerted creature won't untap during your next untap step.)
When Berg Strider enters, tap target artifact or creature an opponent controls. If was spent to cast this spell, that permanent doesn't untap during its controller's next untap step. ( is mana from a snow source.)
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)When Mogg War Marshal enters or dies, create a 1/1 red Goblin creature token.
Flying (This creature can't be blocked except by creatures with flying or reach.)Nightmare's power and toughness are each equal to the number of Swamps you control.
Anax's power is equal to your devotion to red. (Each in the mana costs of permanents you control counts toward your devotion to red.)Whenever Anax or another nontoken creature you control dies, create a 1/1 red Satyr creature token with "This creature can't block." If the creature had power 4 or greater, create two of those tokens instead.
Creatures you control have menace.−2: Amass Zombies 2. (Put two +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Whenever you cast a creature spell, you may put a quest counter on Quest for the Holy Relic.Remove five quest counters from Quest for the Holy Relic and sacrifice it: Search your library for an Equipment card, put it onto the battlefield, attach it to a creature you control, then shuffle.
Protection from blackPhantom Centaur enters with three +1/+1 counters on it.If damage would be dealt to Phantom Centaur, prevent that damage. Remove a +1/+1 counter from Phantom Centaur.